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fix updating flashlight fx after attachment switch #1154

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Jun 7, 2019
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8 changes: 4 additions & 4 deletions addons/accessory/fnc_switchAttachment.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -56,23 +56,23 @@ if (!isNil "_switchItem") then {
switch (_currWeaponType) do {
case 0: {
_unit removePrimaryWeaponItem _currItem;
_unit addPrimaryWeaponItem _switchItem;
[{_this#0 addPrimaryWeaponItem _this#1}, [_unit, _switchItem]] call CBA_fnc_execNextFrame;
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};
case 1: {
_unit removeHandgunItem _currItem;
_unit addHandgunItem _switchItem;
[{_this#0 addHandgunItem _this#1}, [_unit, _switchItem]] call CBA_fnc_execNextFrame;
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};
case 2: {
_unit removeSecondaryWeaponItem _currItem;
_unit addSecondaryWeaponItem _switchItem;
[{_this#0 addSecondaryWeaponItem _this#1}, [_unit, _switchItem]] call CBA_fnc_execNextFrame;
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};
};
private _switchItemHintText = getText (__cfgWeapons >> _switchItem >> "MRT_SwitchItemHintText");
if !(_switchItemHintText isEqualTo "") then {
hintSilent format ["%1", _switchItemHintText];
};
playSound "click";
["CBA_attachmentSwitched", [_unit, _currItem, _switchItem, _currWeaponType]] call CBA_fnc_localEvent;
[{["CBA_attachmentSwitched", _this] call CBA_fnc_localEvent}, [_unit, _currItem, _switchItem, _currWeaponType]] call CBA_fnc_execNextFrame;
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} else {
playSound "ClickSoft";
};
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